Color components
Introduction¶
Edit color value by RGB, or HSV input fields. Clicking fist label can switch color format between RGB and HSV
- Author: Rex
- Game object
Live demos¶
Usage¶
Install plugin¶
Load minify file¶
- Load plugin (minify file) in preload stage
scene.load.scenePlugin('rexuiplugin', 'https://raw.githubusercontent.com/rexrainbow/phaser3-rex-notes/master/dist/rexuiplugin.min.js', 'rexUI', 'rexUI'); - Add color-components object
var colorComponents = scene.rexUI.add.colorComponents(config);
Import plugin¶
- Install rex plugins from npm
npm i phaser3-rex-plugins - Install plugin in configuration of game
import UIPlugin from 'phaser3-rex-plugins/templates/ui/ui-plugin.js'; var config = { // ... plugins: { scene: [{ key: 'rexUI', plugin: UIPlugin, mapping: 'rexUI' }, // ... ] } // ... }; var game = new Phaser.Game(config); - Add color-components object
var colorComponents = scene.rexUI.add.colorComponents(config);
Import class¶
- Install rex plugins from npm
npm i phaser3-rex-plugins - Import class
import { ColorComponents } from 'phaser3-rex-plugins/templates/ui/ui-components.js'; - Add color-components object
var colorComponents = new ColorComponents(scene, config); scene.add.existing(colorComponents);
Add colorComponents object¶
var colorComponents = scene.rexUI.add.colorComponents({
// x: 0,
// y: 0,
// anchor: undefined,
// width: undefined,
// height: undefined,
// origin: 0.5
// originX:
// originY:
background: backgroundGameObject,
formatLabel: {
background: {
radius: 0,
color: undefined, alpha: undefined,
strokeColor: undefined, strokeAlpha: undefined, strokeWidth: 2
},
text: {
fontFamily: 'Courier',
fontSize: '16px',
fontStyle: '',
backgroundColor: null,
color: '#fff',
stroke: '#fff',
strokeThickness: 0,
shadow: {
offsetX: 0,
offsetY: 0,
color: '#000',
blur: 0,
stroke: false,
fill: false
},
align: 'left', // 'left'|'center'|'right'|'justify'
padding: {
left: 0,
right: 0,
top: 0,
bottom: 0,
},
},
space: {left: 0, right: 0, top: 0, bottom: 0}
},
// formatLabel: labelGameObject,
inputText: {
width: undefined,
height: undefined,
padding: 0, // {left: 0, right: 0, top: 0, bottom: 0}
background: {
color: null,
color2: null,
horizontalGradient: true,
stroke: null,
strokeThickness: 2,
cornerRadius: 0,
cornerIteration: null,
// Style when focus
// 'focus.color': ...
// 'focus.color2': ...
// 'focus.stroke': ...
},
focusStyle: undefined,
innerBounds: {
color: null,
color2: null,
horizontalGradient: true,
stroke: null,
strokeThickness: 2
},
style: {
bold: false,
italic: false,
fontSize: '16px',
fontFamily: 'Courier',
color: '#fff',
stroke: '#fff',
strokeThickness: 0,
shadowColor: null,
shadowOffsetX: 0,
shadowOffsetY: 0,
shadowBlur: 0,
backgroundColor: null,
backgroundHeight: undefined,
backgroundBY: undefined,
offsetX: 0,
offsetY: 0,
// Style when cursor move on
// 'cursor.color': ...
// 'cursor.backgroundColor': ...
// 'cursor.xxx': ...
},
cursorStyle: undefined,
wrap: {
padding: {
left: 0,
right: 0,
top: 0,
bottom: 0
},
lineHeight: undefined,
maxLines: undefined,
wrapWidth: undefined,
letterSpacing: 0,
hAlign: 0,
vAlign: 'center', // For single line text input
charWrap: true, // For single line text input
},
// enterClose: true,
// readOnly: false,
// Callbacks
// onOpen: function (textObject, hiddenInputText) {
// },
// onClose: function (textObject, hiddenInputText) {
// },
// onUpdate: function (text, textObject, hiddenInputText) {
// return text;
// },
// onAddChar: function(child, index, canvasInput) {
// child.modifyStyle({...})
// },
// onCursorOut: function(child, cursorIndex, canvasInput) {
// child.modifyStyle({
//
// });
// },
// onCursorIn: function(child, cursorIndex, canvasInput) {
// child.modifyStyle({
//
// });
// },
},
// inputText0: canvasInputGameObject,
// inputText1: canvasInputGameObject,
// inputText2: canvasInputGameObject,
// proportion: { formatLabel: 0 },
valuechangeCallback: function(newValue, oldValue, knob) {
},
valuechangeCallbackScope: undefined,
value: 0xffffff,
space: {
left: 0,
right: 0,
top: 0,
bottom: 0,
item: 0
},
// name: '',
// draggable: false,
// sizerEvents: false,
// enableLayer: false,
});
x,y: Position of this object, it is valid when this object is the top object.anchor: See anchor.left,right,centerX,x,top,bottom,centerY,y,aspectRatio: Position based on visible window, which composed of- Percentage of visible width/height :
'p%', p:0~100.'left'(=0%),'center'(=50%),'right'(=100%)'top'(=0%),'center'(=50%),'bottom'(=100%)
- Offset :
'+n', or'-n'.
- Percentage of visible width/height :
width,height: Set size (invokeonResizeCallback) based on visible window, which composed of- Percentage of visible width/height :
'p%', p:0~100. - Padding :
'+n', or'-n'.
- Percentage of visible width/height :
aspectRatio:undefined, orfalse: Does not keep aspect ratio. Default behavior.true: Use the current width and height as the aspect ratio.- A number : Use given number as the aspect ratio.
onResizeCallback: A default resize callback will be assigned interanlly.
width,height: Minimum width, minimum height.origin,originX,originY: Set origin of this sizer. Default value is (0.5, 0.5).background: Game object of background, optional. This background game object will be resized to fit the size of colorComponents.formatLabel: Clicking this label can switch color format between RGB and HSV- A label game object, or a text game object.
- A plain object
{ background: { radius: 0, color: undefined, alpha: undefined, strokeColor: undefined, strokeAlpha: undefined, strokeWidth: 2 }, text: textStyle, space: {left: 0, right: 0, top: 0, bottom: 0} }formatLable.background: Parameters to create round rectangle game object.formatLable.text: Text style to create [text.md] game object.formatLabel.space: Padding space around format label.
inputText: Configuration of canvasInputinputText0,inputText1,inputText2: 3 canvas input game objects if parameterinputTextis not given.proportion:proportion.formatLabel: Default value is0.
valuechangeCallback: callback function when value changed.value: Initial color value (0 ~ 0xffffff).space: Pads spaces.space.left,space.right,space.top,space.bottom: Space of bounds.space.item: Space between swatch and inputText.
name: Set name of this game object.draggable: Settrueto drag top-most object.sizerEvents: Settrueto fire sizer events. Default value isfalse.enableLayer:false: Add child game objects into scene's display list. Default behavior.true: Add child game objects into an internal layer game object. See also.
Custom class¶
- Define class
class MyColorComponents extends RexPlugins.UI.ColorComponents { constructor(scene, config) { super(scene, config); // ... scene.add.existing(this); } // ... } - Create instance
var colorComponents = new MyColorComponents(scene, config);
Layout children¶
Arrange position of all elements.
colorComponents.layout();
See also - dirty
Get element¶
- Get element
- Background game object
var background = colorComponents.getElement('background'); - Format-label game object
var icon = colorComponents.getElement('formatLabel'); - Color component input text game objects
var textObjects = colorComponents.getElement('components');textObjects: An arrray with 3 canvas input game objects.
- Background game object
- Get by name
or
var gameObject = colorComponents.getElement('#' + name); // var gameObject = colorComponents.getElement('#' + name, recursive);var gameObject = colorComponents.getByName(name); // var gameObject = colorComponents.getByName(name, recursive);recursive: Settrueto search all children recursively.
Value¶
Change value will also change the position of marker on H-palette and SV-palette
- Get color value
var value = colorComponents.value; // var value = colorComponents.color; - Set color value
or
colorComponents.setValue(value); // colorComponents.setColor(value);colorComponents.value = value; colorComponents.color = value;
Events¶
- On value changed
colorComponents.on('valuechange', function(newValue, oldValue, colorComponents){ // }, scope);